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Three minutes to teach you to use Houdini fluid > > to solve particle fluid droplets
2022-04-23 07:57:00 【Allen7474】
Houdini How to solve fluid
Effect display :

Mind map notes :

One 、 Particle liquid creation
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Particle liquid creation
1、Ctrl+ Left mouse button Create a sphere in the shortcut bar , Ready to add a fluid effect to the sphere .

2、Particle Fluids Select... From the shortcut bar <Flip Fluid form OBJ>.( The effect of flowing out of an object )

3、 After adding fluid to the selected object , The node control window will have four nodes that can be adjusted , The main adjustment content is the selected node .

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Liquid material modification and display
1、 In the right material control panel , Drag the shader onto the fluid .

2、 In the left toolbar , Point selection Area rendering button , Preview the fluid state .

3、 The default material given here is blue , Adjust to water transparent , Choose the shader , And cancel the check Enable Diffuse.

4、 At this time, the area rendering can see that the water droplets are transparent .
Two 、 Particle liquid collision
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Create collider StaticObject
1、 Create a Box object , And adjust box The size is 4.

2、 Yes Box Delete 3 Face to face , Easy preview , In select mode , Press 4, Delete the opposite .

3、 After deleting the face , choice Box, And add rigid body components <Static Object> Components .

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One side of the collision body is extruded into two sides
1、 After adding rigid body components , Double click in , add to ( Extrude face nodes )polyExtrued. node , And adjust Box Thickness and subdivision .

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Preview collision solution
1、 by Box Add collision range and preview range , Check Collision Guide Displays the collision range ,Division Size Controls the size of the collision range ( The blue part shows the collision area ).

2、 At this time, slide the time bar , You will see , Particle solving has played a collision role .

3、 ... and 、 Solve cache and render output
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Create solution cache
( Render information , Cache to hard disk , In this way, you don't need to re occupy rendering resources when you open it again , Save a lot of time )
1、 Select the node , And enter node selection Impurt Sphere object1, In the details panel , Select the save cache path and name .

2、 open (sphere_object1_fluid>>import_sphere_object1) node , Check (Save Frame Range) command , Set the frame number range of rendering save .

3、 Select the save path and name ( Naming rules :< name , frames , Format >)
(1)、Drop.$F4.bgeo.gz
(2)、 name ------ Frame number ------ The default format ------- Compressed file format

4、 After selection , Click on Save to Disk Start solving , or Save to Disk inBackground Button to save the cached information .
( If the progress bar is not displayed normally or ,File Cannot read , Then you can enter the folder and delete the original cache , Re solve the information )


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File The node reads the cache path
1、 Press Tab key , Create File node , And in Geometry File Choose from , The information cached above , Specify on this path .

2、 Check Load From Disk after , Open the project again , The cached information can be read , And you don't need to solve it again every time .

3、 Set no rendering range , Save solving time and computation .
(1)、 establish Box Or arbitrarily shaped objects
(2)、 Click... In the shortcut bar of the window Sikn From Objects Button , Then select the fluid object and press Enter confirm .

(3)、 After confirming the generation , Start solving and running , after Box Excess fluid in the range , Will disappear , Save solution resources .


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Create render nodes and export
1、 Create a render node ,RPO>> And enter node creation Mantra node ( Screenshot )

2、Mantra The node can control the output Format , route and frames etc. . choice Valid Frame Range ==Render Frame Range command , And in Output Picture in Set the output path and Format name .

3、 Water04$F4.TGA----------- Name according to the above format .
name --- Separator --- Image format

4、 After the save , Create lights , And the lights , Rendering .
In the shortcut bar , Click the light , And lens , And lock the current ( Lens or light ) Adjust the position of camera and light from the angle , unlocked , You can observe freely .


5、 When the angle is selected , Get into RPO Medium Mantra1 In nodes ,Render to Disk. Start rendering .

6、 Next, wait for the output to be a sequence , And deal with it .( The ultimate goal here is to enter Unity Use in , So there will be branches of the export part , Coming soon ).


Four 、 Case download address
版权声明
本文为[Allen7474]所创,转载请带上原文链接,感谢
https://yzsam.com/2022/04/202204230627432104.html
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